I am glad I did because there is a lot of fiddling about to create each screen. Nothing difficult but still time consuming.
I created a screen to adjust the volume levels of the music and effects separately. The levels are easy to impliment using XACT but the form took a while to get all the sliders drawn and working.
Anyone who has done any windows programming will be used to having a whole host of controls to just drag and drop on to a form. Then you write the code behind it. In game development targeted at anything other than Windows you need to create all the controls you want to use yourself.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiy0W9S94neu9otY052l_mku6dEAzBiAuoJst9AC2NYhDxRARS6sDgbp-C8sx3acWyfyij1mx7XppkOZBSB4lHSgha8H_JvzVGuSjnulJ7BGnPrF2LciZa8UtlFqhT8ULNAt6DuGd-_g1k/s320/diaaudiovisual20100525.jpg)
In the above form you'll note a rather wordy description of how to adjust the contrast and brightness. This manual solution was the end result of spending ages trying to find a way to set the gamma levels on a graphics card.
I eventually failed. On all the PC's I tried changes to the gamma settings resulted in nothing at all happening. When I tried this same code on an Xbox I got a black screen.
My alternate to the manual solution would be code all my shaders to include an adjustment to the lighting value. I have decided that there are many other areas of the game far more important and as yet I have not seen an Indie game solve this, so I am at least no worse than others.
I will probably simply remove the note and the contrast bar from the finished game.